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The King of Fighters 2002 UM/Kim Kaphwan: Difference between revisions

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[[File:Kim.jpg|right|frame]]
[[File:Kim.jpg|right|frame]]
[[File:Kim2002umqc.PNG|right|frame]]


== Move List ==
== Move List ==
[[File:Kim2002UMml.PNG]]
 


== Normal Moves ==
== Normal Moves ==
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== Throws ==
== Throws ==


'''Kubikime Otoshi''' - close, b/f + C
'''Kubikime Otoshi''' - (b/f + C) close


* this throw flips the enemy face down for a possible backturned okizeme glitch setup
* this throw flips the enemy face down for a possible backturned okizeme glitch setup


'''Sakkyaku Swimming''' - close, b/f + D
'''Sakkyaku Swimming''' - (b/f + D) close


[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/60;66 Video of both C and D throws]
[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/60;66 Video of both C and D throws]


== Command Moves ==
== Command Moves ==
[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/85;127 '''Neri Chagi'''] - f + B
'''Neri Chagi''' - (f + B)
 
*Overhead unless cancelled into
 
*If cancelled into, becomes 2 hitter, both hits are cancellable, but loses overhead property


* an overhead kick that is cancel-able into, but loses its property. It can be canceled out of if its canceled into. It is a common starter for BC max mode activation.
*Cannot connect from anything


== Special Moves ==
== Special Moves ==
[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/367;450 '''Haki Kyaku'''] - d, d, + B/D
'''Haki Kyaku''' - (d, d, + B/D)
 
*Hits low
 
*B version is super cancellable
 
*B version has a feature where if you don't have enough stock to super cancel (ie. less than 2 stocks), you can do the Hou'ou Kyaku input and Kim will cancel this move. If successful, Kim will flash in white (see last vid for examples)
 
*D version is hard knockdown, not super cancellable
 
*B version can be used for the stomp glitched explained here: (http://dreamcancel.com/wiki/index.php?title=Kim_02#The_Stomp_Glitch)
 
 
'''Hangetsu Zan''' - (qcb + B/D)


* B version can be used for the stomp glitched explained here: (http://dreamcancel.com/wiki/index.php?title=Kim_02#The_Stomp_Glitch)
*B version goes short rage, D version goes around halfscreen


* The D version does a hard knockdown which can be used for okizeme mixups.
*B version normally super cancellable, D version only super cancellable in max mode (can also cancel into SDM Kuuchuu Hou'ou Kyaku while he's in midair)




[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/313;367 '''Zan Han Getsu'''] - qcb + B/D
'''Sanren Geki''' - (qcb + A/C) up to three times


*First input of punch button determines the finisher of the chain


[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/602;693 '''Sanren Geki'''] - qcb + A/C (up to three times)
*A version ends with overhead attack, can connect from the second hit


*C version ends with flying double kick, connects from second hit


[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/690;788 '''Sankuu Geki'''] - qcb + A/C, uf + B/D, d + B/D
*Both enders are super cancellable


*After first hit, has alternate followup Sankuu Kyaku
:'''Sankuu Geki''' - (uf + B/D, d + B/D)


[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/472;592 '''Hien Zan'''] - charge down briefly, then up + B/D
:*First hit of this is super cancellable


┗'''Ouiche''' - down + D after a D Hien Zan
:*Second hit is an overhead and hard knockdown




[http://www.infinitelooper.com/?v=FTDHuioTT7o&p=n#/133;228 '''Hishou Kyaku'''] - qcf + K (only in the air)
'''Hien Zan''' - charge down briefly, then (up + B/D)


┗'''Tsuiki Kougeki''' - D after Hishou Kyaku rebound
*D version super cancellable
 
*D version will not bring a crouching opponent into the air
 
*D version has a followup Tenshou Zan
:'''Ouiche''' - down + D after a D Hien Zan
:*Hard knockdown
 
'''Hishou Kyaku''' - qcf + K (only in the air)
 
*Bounces back if blocked or not
 
*Can follow with Tsuika Kougeki
:┗'''Tsuiki Kougeki''' - D after Hishou Kyaku rebound
 
:*Can be done if blocked or not
 
:*Can push back farther if done early on block
 
:*Can actually hit airborne opponents after Hishou Kyaku connects in the corner if done early


== Desperation Moves ==
== Desperation Moves ==


'''Hou'ou Kyaku''' - qcb, hcf + B/D
'''Hou'ou Kyaku''' - qcb~hcf + B/D
 
*Catches airborne opponents
 
*B version travels around 3/4ths of fullscreen, D version travels fullscreen




'''Hiten Hou'ou Kyakyu''' - qcf x 2 + B/D
'''Hiten Hou'ou Kyakyu''' - qcf x 2 + B/D
*Juggles opponent
*B version launches opponent slightly forward, D version just launches vertically
*Very fast




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'''Kuuchuu Hou'ou Kyaku''' - qcb, hcf + BD (only in the air)
'''Kuuchuu Hou'ou Kyaku''' - qcb, hcf + BD (only in the air)


*Catches airborne opponents (obviously)
*Flies an extremely long distance


==HSDM==
==HSDM==
'''Kyou Hou'ou Kyaku''' - (close) qcb, hcf + AC
'''Kyou Hou'ou Kyaku''' - (close) qcb~hcf + AC
 
*Short distance unblockable travelling grab move
 
*Does not catch airborne opponents
 
*If opponent is already blocking, this move will not connect (eg. blocked low A into Zero Kyori Hou'ou Kyaku will miss)




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Discuss at [http://dreamcancel.com/forum/index.php?topic=465.0 Dream Cancel]
Discuss at [http://dreamcancel.com/forum/index.php?topic=465.0 Dream Cancel]


Discuss at [http://www.orochinagi.com/forums/viewtopic.php?f=31&t=3099 Orochinagi]


== Videos ==
== Videos ==

Revision as of 01:24, 25 April 2013

Move List

Normal Moves

Throws

Kubikime Otoshi - (b/f + C) close

  • this throw flips the enemy face down for a possible backturned okizeme glitch setup

Sakkyaku Swimming - (b/f + D) close

Video of both C and D throws

Command Moves

Neri Chagi - (f + B)

  • Overhead unless cancelled into
  • If cancelled into, becomes 2 hitter, both hits are cancellable, but loses overhead property
  • Cannot connect from anything

Special Moves

Haki Kyaku - (d, d, + B/D)

  • Hits low
  • B version is super cancellable
  • B version has a feature where if you don't have enough stock to super cancel (ie. less than 2 stocks), you can do the Hou'ou Kyaku input and Kim will cancel this move. If successful, Kim will flash in white (see last vid for examples)
  • D version is hard knockdown, not super cancellable


Hangetsu Zan - (qcb + B/D)

  • B version goes short rage, D version goes around halfscreen
  • B version normally super cancellable, D version only super cancellable in max mode (can also cancel into SDM Kuuchuu Hou'ou Kyaku while he's in midair)


Sanren Geki - (qcb + A/C) up to three times

  • First input of punch button determines the finisher of the chain
  • A version ends with overhead attack, can connect from the second hit
  • C version ends with flying double kick, connects from second hit
  • Both enders are super cancellable
  • After first hit, has alternate followup Sankuu Kyaku
Sankuu Geki - (uf + B/D, d + B/D)
  • First hit of this is super cancellable
  • Second hit is an overhead and hard knockdown


Hien Zan - charge down briefly, then (up + B/D)

  • D version super cancellable
  • D version will not bring a crouching opponent into the air
  • D version has a followup Tenshou Zan
Ouiche - down + D after a D Hien Zan
  • Hard knockdown

Hishou Kyaku - qcf + K (only in the air)

  • Bounces back if blocked or not
  • Can follow with Tsuika Kougeki
Tsuiki Kougeki - D after Hishou Kyaku rebound
  • Can be done if blocked or not
  • Can push back farther if done early on block
  • Can actually hit airborne opponents after Hishou Kyaku connects in the corner if done early

Desperation Moves

Hou'ou Kyaku - qcb~hcf + B/D

  • Catches airborne opponents
  • B version travels around 3/4ths of fullscreen, D version travels fullscreen


Hiten Hou'ou Kyakyu - qcf x 2 + B/D

  • Juggles opponent
  • B version launches opponent slightly forward, D version just launches vertically
  • Very fast


Super Desperation Move

Kuuchuu Hou'ou Kyaku - qcb, hcf + BD (only in the air)

  • Catches airborne opponents (obviously)
  • Flies an extremely long distance

HSDM

Kyou Hou'ou Kyaku - (close) qcb~hcf + AC

  • Short distance unblockable travelling grab move
  • Does not catch airborne opponents
  • If opponent is already blocking, this move will not connect (eg. blocked low A into Zero Kyori Hou'ou Kyaku will miss)


Combos

  • cl.C/cr.B×1~2/cr.A, qcb+P~uf+K~d+K
  • cl.C, qcb + D
  • cl.C, down, down + B/D
  • cr.B×1~2, cr. d~u+B

1 Meter

  • cl.C/cr.B×1~2/cr.A, qcb hcf+K
  • cl.C/cr.B×1~2/cr.A, qcfx2+K, d~u+D~d+K


2 Meters

  • cl.C/cr.B×1~2/cr.A, qcfx2+D, qcb hcf+K
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, d~u+D~d+K


3 Meters

  • cl.C, (BC) cl.C (1), qcb+Cx3, (SC) qcb hcf+BD
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D (2)/d~u+D (2), qcb hcf+BD
  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, qcb hcf+K/(BC) qcb+Px2, (SC) qcb hcf+K


Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, qcfx2+D, [BC] qcb+Px2, (SC) qcfx2+D, d~u+D~d+D


4 Meters

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] rtk (reverse tiger knee) hcf+BD


Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] qcbx2+C, (SC buffer) qcb hcf+BD


5 Meters

Corner

  • cl.C, (BC) cl.C (1), qcb+Ax3 (Nerichagi 1 hit), qcb+D, (SC) qcfx2+K, [BC] qcb+Px2, qcfx2+D, [BC] qcb+Cx3, (SC buffer) qcb hcf+BD


Discussion Threads

Discuss at Dream Cancel

Discuss at Orochinagi

Videos

Kim Master Class